Pirate Skill Build

Stat Build

Infighter

Gunslinger

First Job Skill Build

Pirate (Infighter)

Damage Build

1 Straight (1)

1 Dash (1)

20 Quick Motion (MAX)

1 Somersault Kick (1)

19 1st Strike (MAX)

19 Somersault Kick (MAX)

When you make your job advancement you get one SP. Put that in 1st Strike because level 1 1st Strike is cheap (6 mana) and fairly powerful (156% base damage). You should then put one point in Dash because it will give your character a speed boost. Then max out Quick Motion because if your Dex=Your Level your character will probably have really low accuracy and the extra avoidability will help you train. You should then put 1 SP into Somersault Kick. This means that you can keep up to 3 monsters away from your character. Then you max out 1st Strike because it is your main attack skill. After you finish 1st Strike you finish Somersault Kick so you can take on large crowds.

Speed Build

1 Straight (1)

1 Dash (1)

20 Quick Motion (MAX)

1 Somersault Kick (1)

19 1st Strike (MAX)

9 Dash (MAX)

10 Somersault Kick (11)

This build is like the first one but instead of maxing out Somersault Kick you max out Dash. This means that your character can get around most maps much faster than other first job characters (assuming their equips don’t add too much speed). This will speed up your training because you can reach monsters and maps quicker, though you damage output will suffer a bit.

Pirate (Pre-Infighter) Build 3

20 Quick Motion

20 Somersault Kick

10 Dash

11 Straight

The reason for this build is that you don’t need Straight as much a how useful Dash is so max that, and also, you don’t need a attacking skill as much as accuracy so you can live with using your regular attack just as well.

Pirate (Pre-Gunslinger)

Speed

20 Double Fire (MAX)

10 Dash (MAX)

20 Quick Motion (MAX)

11 Somersault kick

The primary skill for Gunslingers is of course Double Fire. Maxing that out as soon as possible is a must. Somersault Kick is usable, but the damage with a gun is terrible. Quick motion is maxed out after Dash because Gunslingers don’t need as much accuracy as Infighters. Dash is there for moving.

Pre-Gunslinger Build 2

20 Double Fire

16 Somersault Kick

10 Dash

15 Quick Motion

The reason for this build is that Gunslingers attack is bad, so they need an attacking skill first, then comes a mobbing skill for close range just in case, then you max Dash the the remaining points in Quick Motion because you don’t need as much accuracy.

Second Job Skill Build

Infighter

Non-Funded/Standard Build

10 Improving Max HP Increase (MAX)

19 Knuckle Mastery (19)

6 Knuckle Booster (6)

20 Screw Punch (MAX)

20 Backspin Blow (MAX)

10 MP Recovery (MAX)

20 Double Upper (MAX)

14 Knuckle Booster (MAX)

1 Knuckle Mastery (MAX)

1 Dash (2) or 1 Oak Barrel (1) if Dash is maxed

Funded/Damage Build

10 Increase Max HP Increase (MAX)

19 Knuckle Mastery (19)

6 Knuckle Booster (6)

20 Screw Punch (MAX)

20 Backspin Blow (MAX)

20 Double Upper (MAX)

10 MP Recovery (MAX)

14 Knuckle Booster (MAX)

1 Knuckle Mastery (MAX)

1 Dash (2) or 1 Oak Barrel (1) if Dash is maxed

Infighters use knuckles, which will probably have the same range as daggers, meaning that your character has to be pretty close to the monster. This means that you’re prone to taking more damage than Gunslingers. Therefore, you need HP Increase to provide your character with more HP. Next, you will max out Knuckle Mastery, which will provide you with more accuracy and stabilize your damage. Next, you’ll put 6 SP into Knuckle Mastery, making you attack really fast. Then you max out Screw Punch because out all your skills it will do the most damage (420%x3 monsters=1260% v.s. Backspin Blow 240%x3 monsters=720% v.s. Double Upper 290%x2x1 monster=580%). You then max out Backspin Blow because it deals the second most amount of damage and it stuns. Then you can max out MP Recovery if you want to save quite a lot mesos or if you’re rich you can max Double Upper which will let you take on single monsters better. You then max the skill you didn’t max before and finish off Knuckle Mastery. You can then put 1 SP anywhere though I suggest 1 Dash (2) or 1 Oak Barrel (1) if Dash is maxed. I don’t think that Oak Barrel is that good. It has a chance to be canceled and it has a cool down though these decrease if you put points into it.

Infighter Build 3

10 Improving Max HP Increase

10 Knuckle Mastery

20 Knuckle Booster

10 MP Recovery

20 Backspin Blow

20 Uppercut

20 Screw Punch

10 Knuckle Mastery

1 Oak Barrel

Gunslinger

Gunslinger Build 1

19 Gun Mastery (19)

6 Gun Booster (6)

20 Invisible Shot (MAX)

5 Float (5)

20 Backstep Shot (MAX)

20 Fake Shot (MAX)

20 Throwing Bomb (MAX)

11 Gun Booster (17)

First you put 19 SP into Gun Mastery because the only difference between 19 and 20 is 1 accuracy. You then put 6 SP into Gun Booster to make your weapon faster. You then max out Invisible Shot because it will allow your character to fight up to 3 monsters fairly efficiently. You put 5 SP into Float as a prerequisite to Withdraw Shot. You then max out Withdraw Shot because it has the highest attack against one monster. Then max out Fake Shot because it has the ability to stun monsters and then Throwing Bomb because it will let you fight big mobs fairly well. You then put points into Gun Booster until it is at level 17.

Gunslinger Build 2

19 Gun Mastery (19)

6 Gun Booster (6)

20 Invisible Shot (20) (MAX)

5 Float (5)

20 Backstep Shot (20) (MAX)

20 Throwing Bomb (20) (MAX)

14 Gun Booster (20) (MAX)

12 Fake Shot (12)

5 Float (10) (MAX)

For the people who find actually killing the monsters instead of stunning them to be more important. you can even max float before adding AP to fakeshot if you prefer and you can max gun booster before throwing bomb to make your existing attacks more efficient.